The document summarizes characteristics for troops in wargames, including Melee Expert, Combat Shy, Devastating Charger, Shatter, Shove, and Shieldwall. Melee Expert troops are especially skilled in hand-to-hand combat. Combat Shy troops fear combat. Devastating Chargers have a fearsome charge but can be impetuous. Shatter and Shove abilities represent troops that can punch holes in lines or push enemies back. Shieldwall represents resilient troops that hold strong defensive lines. The document provides details on when these various abilities can be claimed in combat.
The document summarizes characteristics for troops in wargames, including Melee Expert, Combat Shy, Devastating Charger, Shatter, Shove, and Shieldwall. Melee Expert troops are especially skilled in hand-to-hand combat. Combat Shy troops fear combat. Devastating Chargers have a fearsome charge but can be impetuous. Shatter and Shove abilities represent troops that can punch holes in lines or push enemies back. Shieldwall represents resilient troops that hold strong defensive lines. The document provides details on when these various abilities can be claimed in combat.
The document summarizes characteristics for troops in wargames, including Melee Expert, Combat Shy, Devastating Charger, Shatter, Shove, and Shieldwall. Melee Expert troops are especially skilled in hand-to-hand combat. Combat Shy troops fear combat. Devastating Chargers have a fearsome charge but can be impetuous. Shatter and Shove abilities represent troops that can punch holes in lines or push enemies back. Shieldwall represents resilient troops that hold strong defensive lines. The document provides details on when these various abilities can be claimed in combat.
1.
MELEE
EXPERT
Melee
Expert
covers
troops
who
were
especially
good
at
hand-‐to-‐hand
combat
for
their
quality
grade.
So
an
AVERAGE
Melee
Expert
is
good
at
melee
for
average
troops;
a
SUPERIOR
non-‐Melee
Expert
will
be
as
good
due
to
their
innate
quality
in
a
fight.
1. Infantry
&
Battlewagon
Melee
Expert
gives
a
claim
in
Melee
Combat
against
any
enemy
except
Elephants
and
Expendables
(i.e.
except
against
anything
they
would
be
unfamiliar
fighting).
2. Cavalry,
Camelry,
Chariot
Melee
Expert
gives
a
bonus
in
Melee
Combat
except
against
opponents
that
would
keep
them
at
a
safe
distance:
a)
Shieldwall
or
Long
Spears
(Inc.
Mtd.)/Pikes
2+
deep
when
the
line
of
fighting
is
entirely
in
Good
Going;
or
against
Elephants.
2.
COMBAT
SHY
Combat
Shy
covers
troops
that
feared
hand-‐to-‐hand
combat
and
were
ill
equipped
to
fight,
such
as
many
peasant
levy
bowmen
and
many
Skirmishers.
1. Combat
Shy
gives
a
claim
to
opponents
in
both
Charge
and
Melee
Combat
in
all
circumstances,
whether
being
attacked
from
front,
flank
or
rear.
3.
DEVASTATING
CHARGER
Devastating
Charger
covers
troops
who
had
a
fearsome
charge
and
tended
to
be
somewhat
impetuous
when
close
to
enemy.
The
classic
barbarian
warband
being
the
main
type.
It
is
also
used
to
represent
the
fiercest
cavalry
charges
such
as
the
heaviest
medieval
knights.
1. Infantry
Devastating
Chargers
gives
a
claim
vs.
certain
opponents
in
Charge
Combat
as
long
as
they
are
2+
ranks
deep,
in
any
terrain
(see
latest
QRS).
2. Cavalry,
Camelry,
Chariot
and
Elephant
Devastating
Chargers
gives
a
claim
vs.
certain
opponents
in
Charge
Combat
as
long
as
they
are
2+
ranks
deep
at
impact,
in
any
terrain
(but
will
lose
most
other
good
factors
-‐
see
latest
QRS).
3. Can
cause
a
Shatter
even
if
only
in
1
rank,
subject
to
terrain
(see
SHATTER
below).
4. They
have
Forced
Charges
against
enemy
TuGs
within
3BW
unless
they
have
missile
weapons
or
they
would
be
3
or
more
factors
down
in
Charge
Combat.
Those
with
missile
weapons
can
Free
Charge.
5. Cannot
have
their
Pursuits
shortened
by
playing
an
F1
Prompted
Action.
4.
SHATTER
Shatter
covers
troops
who
were
good
at
punching
holes
through
sheer
force
of
a
charge.
It
includes
all
Devastating
Chargers
and
others
whose
weaponry
aimed
to
create
a
similar
effect.
1. Shatters,
when
claimable,
occur
on
Skull,
or
S
results
on
the
fighting
dice,
except
that
a)
Shieldwall
in
Good
Going
negates
them
unless
Elephants.
b)
a
Shatter
result
by
the
opposing
side
cancels
it.
2. Shatter
cannot
be
claimed
against
Elephants,
Barricades
or
Obstacles
(including
BattleWagons/Fortified
Camps).
3. Otherwise
Shatter
may
be
claimed
in
any
terrain
by
a)
Elephants,
or
b)
Devastating
Chargers.
4. If
the
Line
of
Fighting
is
entirely
in
Good
Going
then
the
following
may
also
claim
Shatter:
c)
Charging
Lancers
,
d)
Battle
Chariots,
and
e)
Mounted
Polearms,
5. Shatter
gives
a
+2
to
neighbouring
files
in
Charge
Combat
only.
5.
SHOVE
Shove
covers
troops
who
were
good
at
pushing
back
an
enemy
with
weight
and
pressure
-‐
so
this
reflects
the
classic
Phalanx
fighting
method.
Many
Pikes
and
Long
Spear
troops
have
Shove,
as
do
many
Elephants
through
sheer
bulk.
1. Shoves
occur
on
Skull,
S
results
on
the
fighting
dice,
except
that
a)
shieldwall
in
Good
Going
negates
all
those
except
by
Elephants,
and
b)
a
Shove
result
by
the
opposing
side
cancels
it.
2. Shove
cannot
be
claimed
against
Elephants
,
Obstacles
or
Barricades
(including
battlewagons/fortified
camps).
3. Close
Order
foot
who
are
2+
deep
can
cause
a
Shove
against
Loose
or
Skirmish
order
foot
even
if
they
do
not
have
the
characteristic.
4. Shoves
gives
a
+1
to
neighbouring
files
in
both
Charge
Combat
and
Melee
Combat.
6.
SHIELDWALL
Shieldwall
represents
troops
who
were
particularly
resilient
at
holding
strong
defensive
lines,
characterised
by
many
spearmen
in
the
Dark
Ages.
1. Cannot
be
claimed
with
a
Charge,
Countercharge
or
Intercept
-‐
it
is
essentially
a
solid
static
wall.
2. Shieldwall
cancels
all
opposing
Shatter
and
Shove
claims
from
Skull
and
S
results
on
the
dice,
except
for
those
claimed
by
Elephants
(where
nothing
is
likely
to
help).
3. Can
only
be
claimed
when
in
Close
Formation.
7.
EXPENDABLE
Expendable
covers
all
types
of
"charge
and
forget"
troops
aimed
to
cause
chaos
in
enemy
ranks:
the
various
scythed
chariots
of
Pontic,
Galatian
and
Persian
armies,
as
well
as
the
herds
of
stampeding
animals,
and
the
volatility
of
working
through
a
Mongol
hostage.
1. Files
fight
normally,
but
any
S
result
in
Charge
Combat
converts
to
a
Skull
result.
2. Expendables
may
not
break-‐off
and
are
removed
if
still
in
combat
with
enemy
at
beginning
of
End
of
Turn
Phase.
In
the
case
of
being
removed
they
do
not
cause
KaBs,
but
if
destroyed/broken
they
do.
8.
FANATIC
Fanatic
represents
the
most
dedicated
of
fighters
who
would
rather
die
than
run.
Usually
fanatical
in
protecting
a
leader,
in
which
case
they
can
only
use
the
characteristic
if
the
general
is
with
them,
but
in
other
cases
through
religious
zeal
or
extreme
military
code.
1. Unless
otherwise
noted
in
their
specific
army
list
Fanatics
only
retain
this
characteristic
when
they
have
a
general
in
their
line
of
command
with
them.
2. Fanatics
do
not
break
at
50%+
as
other
UGs
-‐
all
the
bases
must
be
killed,
at
which
point
the
UG
is
deemed
lost/broken.
3. Once
lost
they
then
count
as
a
broken
UG
and
cause
KaBs
as
if
they
had
broken,
but
they
do
not
make
any
rout
move
so
cannot
cause
KaBs
for
bursting
through
friends.
4. Note
that
if
a
general
is
required
for
them
to
be
Fanatic,
and
the
general
moves
away
from
them
or
is
killed
in
combat,
they
immediately
lose
Fanatic
status
and
will
therefore
break
if
they
are
already
above
50%
losses.
9.
CANTABRIAN
Cantabrian
represents
the
best
of
the
circulating
firing
formations
for
skirmish
troops
giving
potent
fire
at
a
single
point
(most
skirmishing
having
some
lesser
form
of
it).
It
can
only
be
used
by
SuGs.
1. It
is
free
to
convert
in
or
out
of
Cantabrian
as
part
of
any
move
in
the
Movement
Phase,
but
movement
distance
is
reduced
by
1BW
if
starting
or
finishing
any
Prompted
Action
in
Cantabrian.
2. Troops
in
Cantabrian
upgrade
their
shooting
to
Skilled
as
long
as
the
shooting
SuG
is
not
doing
a
Run
Away
response.
3. Cantabrian
still
has
a
front
and
flanks
and
is
represented
on
the
tabletop
by
leaving
the
front
rank
as
is
and
turning
the
other
bases
of
one
file
to
face
the
rear.
4. Troops
in
Cantabrian
cannot
Charge,
Countercharge
or
Intercept,
and
if
charged
they
must
Run
Away
or
Skirmish
(note
they
have
a
-‐1
on
the
variable
move
dice
when
doing
this),
turning
any
figures
to
face
forwards
before
doing
so.
5. If
contacted
they
immediately
revert
to
normal
formation.
10.
AFRICAN
African
represents
the
best
of
organised
circulating
fire
for
TuGs
-‐
as
used
by
some
Byzantine
cavalry
to
great
effect.
1. It
is
free
to
convert
in
or
out
of
as
part
of
any
move
in
the
Movement
Phase,
but
speed
is
reduced
by
1BW
if
starting
or
finishing
any
Prompted
Action
in
African.
2. Troops
in
African
still
have
fronts
and
rear
and
are
represented
by
turning
one
front
rank
base
to
face
the
rear.
3. African
upgrades
shooting
to
Skilled
as
long
as
the
shooting
TUG
is
not
doing
a
Run
Away
response.
4. Troops
in
African
cannot
charge,
countercharge
or
intercept,
but
can
choose
to
stand,
skirmish
or
run
way
if
charged.
If
they
do
Run
Away
or
Skirmish
they
have
an
additional
-‐1
on
their
dice.
11.
INTEGRAL
SHOOTERS
Integral
Shooter
represents
troops
either
having
archers
behind
their
main
ranks
or
those
having
a
decent
proportion
of
archers,
javelinmen
or
crossbowmen
mixed
within
them.
In
both
cases
the
quantity
of
shooters
is
not
sufficient
in
number
to
make
them
an
Missile-‐ Armed
UG.
1. They
do
not
count
as
Missile-‐Armed
for
forced
charges
unless
they
also
have
a
missile
weapon
&
skill.
2. Integral
Shooters
gives
+2/+1
when
standing
to
receive
a
charge
from
ahead
of
their
front
line
against
Unprotected/Protected
chargers
respectively,
and
+1
vs.
-‐/FArm
cavalry
and
camelry.
3. There
is
no
benefit
vs.
targets
who
are
FArm,
ArmHrs/Prot
or
ArmHrs/FArm.
4. Representation
on
the
tabletop
should
be
by
having
skirmishing
foot
archers
at
the
rear
of
the
UG
(
a
full
rank
looks
best),
or
by
having
some
bow
figures
mixed
on
bases
-‐
note
that
the
additional
base
is
for
representation
purposes
only
and
the
bases
play
no
other
part
in
the
game.
12.
SHOOT
&
CHARGE
Shoot
&
Charge
covers
troops
who
were
adept
at
firing
a
volley
and
following
it
with
a
charge
to
take
immediate
advantage
of
the
effect
of
their
shooting.
The
charge
was
still
their
primary
fighting
method,
but
with
a
softening
up
effect
immediately
before
hand.
Byzantines
and
Aztecs
both
operated
this
way.
1. Troops
must
start
within
shooting
range
to
use
Shoot
&
Charge.
2. The
UG
shoots
immediately
when
they
declare
a
charge,
shooting
from
their
current
position
at
those
they
are
charging
only
-‐
before
any
bases
are
moved
or
any
reactions
are
made.
3. Shoot
&
Charge
cannot
be
used
with
a
Countercharge
or
Intercept,
which
we
deem
to
be
a
hurried
response
not
allowing
the
time
for
their
normal
prepared
charge
to
be
carried
out.
4. Shoot&Charge
is
an
automatic
characteristic
(free)
for
troops
who
have
Charge
Only
shooting.
13.
FEIGNED
FLIGHT
Feigned
Flight
represents
troops
who
were
adept
at
taunting
enemy
into
a
charge
to
pull
them
into
a
trap
or
out
of
terrain.
This
was
common
with
some
steppe
armies
and
some
armies
who
usually
fought
in
difficult
terrain,
but
was
also
notably
used
by
the
Bretons
at
Hastings.
1. Feigned
Flight
can
only
be
taken
by
armies
in
the
official
list
of
armies
allowed
feigned
flight
at
the
back
of
this
document
(to
be
added).
2. An
army
with
Feigned
Flight
can
give
the
characteristic
to
any
single
SuG
in
its
army.
3. An
UG
with
Feigned
Flight
is
always
treated
as
a
TuG
when
considering
whether
enemy
will
have
Forced
Charges
against
it.
So
SuGs
will
cause
enemy
TuGs
to
charge
at
3BW/1BW
as
per
the
normal
forced
charge
rules
for
the
troops
in
question.
4. In
all
cases
an
enemy
Forced
Charge
can
be
held
as
usual
with
a
C4
Prompted
Action
during
charge
declaration.
14.
PAVISE
Pavise
covers
troops
who
carry
a
large
free-‐standing
personal
barricade
for
missile
protection
and
as
a
minor
obstacle
to
chargers.
This
were
notably
used
by
Persians,
and
Japanese
and
some
Medieval
Crossbowmen.
1. Pavise
gives
no
benefit
of
any
type
if
Charging,
Countercharging
or
Intercepting,
otherwise:
o TuGs
count
as
in
cover
when
shot
at
by
files
who
have
all
of
their
front
edge
ahead
of
the
line
of
their
front
(benefit
vs.
anything
except
artillery
therefore).
o Pavise
gives
a
+1
bonus
in
Charge
Combat
against
any
Infantry
except
those
who
can
potentially
Shatter.
2. UGs
with
Pavise
must
take
them
for
at
least
50%
of
their
bases
unless
otherwise
stated
in
their
lists.
There
is
no
need
to
track
which
bases
are
carrying
Pavise
(for
casualties
or
ranks)
-‐
if
a
TuG
has
3
purchased
it
has
3
to
lay
out
all
times.
3. Players
are
encouraged
to
represent
pavises
on
the
tabletop
but
this
is
not
compulsory.
15.
SHIELD
COVER
Shield
Cover
represents
troops
with
large
shields
who
were
able
to
lock
them
together
for
protection
against
missiles.
The
Roman
Testudo
is
the
ultimate
version,
but
many
troops
with
large
shields
could
do
something
similar,
and
Romans
were
adept
at
doing
so
without
forming
formal
Testudo
(which
were
generally
for
sieges).
1. Files
may
choose
to
use
Shield
Cover
when
shot
at
in
any
Shooting
Phase
-‐
they
choose
to
do
so
before
shooting
dice
are
rolled.
The
shooting
player
must
enquire
before
rolling
dice.
2. Bases
that
have
used
Shield
Cover
this
turn
may
not
shoot
(unless
specified
as
an
exception
in
the
Army
Lists);
bases
behind
such
a
base
can
shoot
normally.
3. UGs
with
any
bases
using
Shield
Cover
suffer
a
1BW
slowing
effect
that
will
affect
them
in
Movement
thereafter
(place
a
purple
dice
as
usual
to
record
this).
4. Shield
Cover
increases
the
target
dice
armour
level
by
one
from
Unprotected
to
Protected,
or
Protected
to
Fully
Armoured.
5. Shield
Cover
cannot
be
used
in
the
Charge
Phase,
so
such
troops
will
have
to
take
one
round
of
normal
shooting
as
they
charge
opponents,
nor
by
any
base
engaged
in
Combat
either
frontally
or
as
a
Supporting
File.
6. Shield
Cover
can
be
used
when
shot
at
from
flank
or
rear.
16.
ORB
Orb
represents
the
ability
to
form
a
square
or
orb
with
no
flanks
to
attack,
often
a
last
stand
or
to
hold
a
flank
against
cavalry.
1. To
form
an
Orb
all
files
must
be
at
least
2
ranks
deep.
2. Changing
into
Orb
requires
a
YELLOW
card
in
the
Movement
Phase
while
remaining
stationary
and
≥2BW
from
enemy
TuGs.
3. Reverse
the
facing
of
the
rear
rank
to
show
the
troops
are
in
Orb.
4. An
Orb
fights
1-‐deep
in
all
directions,
but
it
has
no
flank
or
rear
(so
all
fights
are
frontal)
and
it
can
have
no
Supporting
Files
against
it.
Troops
fighting
an
Orb
cannot
claim
Supporting
Files
from
friends.
5. Troops
may
come
out
of
Orb
by
making
a
normal
move
and
can
reform
on
the
facing
of
either
rank
prior
to
moving.
6. While
in
Orb,
UGs
can
move
1BW
in
any
direction
in
any
terrain
at
the
cost
of
a
GREEN
card.
17.
CALTROPS
Caltrops
covers
troops
carrying
light
spiked
obstacles
intended
to
disrupt
mounted
attackers.
These
were
easy
to
place
as
they
were
simply
thrown
on
the
ground
in
front
of
the
line.
1. Caltrops
can
be
laid
out
at
the
end
of
deployment
without
playing
cards,
representing
them
being
laid
before
battle
commences,
or
by
playing
cards
during
the
battle.
2. To
lay
Caltrops
requires
a
YELLOW
card
in
the
End
of
Turn
Phase
and
troops
must
≥2BW
from
enemy
TuGs.
3. A
Block
Move
can
be
used
to
lay
Caltrops
in
front
of
several
UGs
at
the
same
time
and
not
all
UGs
in
the
block
need
to
have
them
to
do
so.
4. A
TuG
with
Caltrops
can
claim
Barricades
combat
claims
against
Cavalry,
Camelry,
Chariots
and
Elephants
in
Charge
Combat
only.
Troops
fighting
defenders
behind
Caltrops
do
not
count
any
factors
that
are
cancelled
if
Affected
by
terrain
(but
are
only
Affected
or
Badly
Affected
by
terrain
if
in
such
terrain).
Caltrops
gives
no
cover
against
any
shooting.
5. UGs
behind
Caltrops
can
move
through
them
freely,
at
which
point
they
are
removed,
and
they
can
relay
them
later
if
desired.
6. Caltrops
should
be
represented
by
thin
bases
placed
in
front
of
each
file
of
UG
which
are
moved
to
the
back
once
enemy
make
contact.
If
enemy
break
off
or
breaks,
or
for
any
reason
a
file
has
a
free
frontage
again,
these
are
put
back
to
the
front.
7. UGs
with
Caltrops
must
take
them
for
at
least
50%
of
their
bases
unless
otherwise
stated
in
their
lists.
There
is
no
need
to
track
which
bases
are
carrying
Caltrops
(for
casualties
or
ranks)
-‐
if
a
TuG
has
3
purchased
it
has
3
to
lay
at
all
times.
18.
STAKES
Stakes
covers
troops
carrying
stakes
that
needed
to
be
placed
in
the
ground
to
form
a
solid
defence
against
mounted
attacks,
as
used
by
longbowmen
in
the
medieval
period.
There
are
examples
of
these
being
emplaced
during
battle
and
even
moved
forward.
1. Stakes
can
be
emplaced
at
the
end
of
deployment,
representing
their
emplacement
before
battle
commences,
or
by
playing
cards
during
the
battle.
2. Otherwise
to
emplace
Stakes
in
front
of
the
UG
requires
a
RED
card
in
the
End
of
Turn
Phase
and
UGs
must
be
≥4BW
from
enemy
TuGs.
3. A
Block
Move
can
be
used
to
emplace
Stakes
for
several
UGs
at
the
same
time,
and
not
all
UGs
in
the
block
need
to
have
them
to
do
so.
4. Stakes
provide
no
cover
against
shooting.
5. A
TuG
with
Stakes
gets
Barricades
combat
claims
against
Cavalry,
Camelry
and
Chariots
in
both
Charge
Combat
and
Melee
Combat.
Troops
fighting
defenders
behind
Stakes
do
not
count
any
factors
that
are
cancelled
if
Affected
by
terrain
(but
are
only
Affected
or
Badly
Affected
by
terrain
if
in
such
terrain).
6. Troops
behind
Stakes
can
move
through
them
without
penalty
and
may
re-‐lay
them
later
if
you
can
get
enough
red
cards
to
do
so
(a
simplification
to
avoid
having
to
remember).
7. UGs
with
Stakes
must
take
them
for
at
least
50%
of
their
bases
unless
otherwise
stated
in
their
lists.
There
is
no
need
to
track
which
bases
are
carrying
Stakes
(for
casualties
or
ranks)
-‐
if
a
TuG
has
3
purchased
it
has
3
to
emplace
at
all
times.
8. Stakes
should
be
represented
by
a
thin
base
placed
in
front
of
each
file
of
UG
which
are
moved
to
the
back
once
enemy
make
contact.
If
enemy
break
off
or
breaks,
or
for
any
reason
a
file
has
a
free
frontage
again,
these
are
put
back
to
the
front.
19.
BARRICADES
Barricades
represent
troops
behind
permanent
walling,
fencing,
or
plashing
that
have
been
constructed
prior
to
battle.
These
are
easy
to
defend
and
provide
cover
from
shooting
(cf.
obstacles
below).
1. TuGs
so
equipped
must
be
deployed
immediately
after
any
camp
placement,
or
first
if
they
have
no
camp.
2. TuGs
deploying
them
must
cover
their
entire
frontage
with
Barricades.
3. Barricades
should
be
represented
by
thin
bases
in
front
of
the
troops.
All
measurement
and
distances
are
always
from
troop
bases.
4. UGs
may
leave
barricades
by
moving
through
them
by
playing
a
YELLOW
card
for
a
move
directly
ahead
-‐
this
representing
dismantling
gaps
and
opening
gates,
or
they
can
turn
to
move
without
crossing
them
as
normal.
5. Barricades
stay
on
the
table,
and
if
undefended
can
be
crossed
by
Infantry
only
but
these
are
slowed
by
1BW
while
any
part
of
the
UG
is
crossing
them..
6. If
abandoned,
they
may
be
re-‐defended
from
their
original
side
only
by
reaching
their
defensible
long
edge
and
aligning
to
it,
as
long
as
no
enemy
are
in
contact
with
the
Barricade
base.
7. Barricades
give
claims
in
the
combat
tables,
and
troops
behind
them
are
treated
as
in
cover
when
shot
at
by
files
whose
entire
front
edge
is
ahead
of
them.
8. UGs
fighting
defenders
behind
Barricades
do
not
count
any
factors
that
are
cancelled
if
Affected
by
terrain
(but
are
only
Affected
or
Badly
Affected
by
terrain
if
in
such
terrain).
9. SuGs
(and
therefore
Artillery)
behind
Barricades
attacked
frontally
do
not
have
to
Run
Away
or
Skirmish
and
cannot
be
pushed
back.
10. UGs
with
optional
Barricades
must
take
them
for
at
least
50%
of
their
bases
unless
otherwise
stated
in
their
lists.
20.
OBSTACLES
Obstacles
represents
troops
behind
permanent
ditches,
ramps
or
plashing
that
have
been
constructed
prior
to
battle.
These
are
easy
to
defend
but
will
not
provide
any
protection
from
enemy
missile
fire
(in
contrast
with
barricades
above).
1. TuGs
so
equipped
must
be
deployed
immediately
after
their
camp
is
placed.
2. Obstacles
should
be
represented
by
thin
bases
in
front
of
troops.
All
measurement
and
distances
are
always
from
troop
bases.
3. TuGs
deploying
them
must
cover
their
entire
frontage
with
Obstacles.
11. Obstacles
stay
on
the
table,
and
can
be
crossed
by
any
troops
if
there
are
no
enemy
occupying
the
other
side,
but
are
slowed
by
2BW
while
any
part
of
the
UG
is
crossing
them
(including
defenders
wishing
to
leave
them),
or
they
can
turn
to
move
without
crossing
them
as
normal.
4. If
abandoned,
they
may
be
re-‐defended
from
their
original
side
only
by
reaching
their
defensible
long
edge
when
there
are
no
enemy
within
2BW.
5. Obstacles
give
Barricade
+s
in
the
combat
tables
but
provide
no
cover
from
shooting
at
any
time
Troops
fighting
defenders
behind
Obstacles
do
not
count
any
factors
that
are
cancelled
if
Affected
by
terrain
(but
are
only
Affected
or
Badly
Affected
by
terrain
if
in
such
terrain).
6. SuGs
(and
therefore
Artillery)
behind
Obstacles
attacked
frontally
do
not
have
to
Run
Away
or
Skirmish
and
cannot
be
pushed
back.
7. UGs
with
optional
Obstacles
must
take
them
for
at
least
50%
of
their
bases
unless
otherwise
stated
in
their
lists.
21.
DISMOUNTABLE
Dismountable
covers
both
mounted
troops
that
at
times
dismounted
to
fight
on
foot
and
infantry
who
campaigned
and
moved
on
horseback
in
order
to
fight
on
foot.
1. Mounted
TuGs
with
Dismountable
can
be
dismounted
at
deployment
for
free.
2. Infantry
TuGs
with
Dismountable
may
choose
to
start
the
battle
dismounted
as
normal
Infantry.
3. Infantry
with
this
characteristic
move
as
Formed
Cavalry
when
mounted
(even
if
Fully
Armoured),
but
may
not
Charge,
Countercharge,
Intercept,
Skirmish
or
Run
Away.
Dismountable
infantry
cannot
shoot
while
mounted.
4. If
contacted
while
mounted,
dismountable
infantry
fight
as
if
they
are
on
foot
but
are
treated
as
Combat
Shy,
representing
their
discomfort
at
fighting
without
having
properly
dismounting.
5. Dismounting
for
both
types
requires
a
YELLOW
card
in
the
Movement
Phase
and
is
not
possible
if
any
part
of
the
UG
is
in
combat.
6. Once
dismounted
troops
cannot
remount.
22.
FLEET
OF
FOOT
Fleet
of
Foot
represents
troops
who
were
light
and
agile
and
move
more
quickly
that
troops
encumbered
by
arms
and
armour.
Many
unprotected
and
lightly
armoured
troops
benefit
from
it,
as
well
as
a
few
troops
renowned
for
their
speed
across
the
ground.
1. TuGs
with
Fleet
of
Foot
use
skirmisher
movement
distances.
2. There
are
no
benefits
other
than
this
extra
distance.
22.
KIEL
TuGs
with
Kiel
characteristic
are
adept
at
protecting
and
fighting
to
flank
when
in
large
formations
-‐
Swiss
and
Landsknechts
being
the
primary
exponents
in
this
period.
1. If
a
TuG
with
Kiel
is
adjacent
to
(side
edge
contact
and
front
bases
aligned)
another
TuG
with
Kiel,
bases
fight
to
flank
as
if
they
were
turned
to
face,
but
1
rank
deep
(therefore
gaining
no
rank
factors
but
negating
any
+s
to
the
enemy
for
flank
charge
or
melee).
2. Rear
charges,
however,
are
just
as
devastating
against
Kiels
as
others.